Throttling in Swift without going reactive - ios

Is there a simple way of implementing the Throttle feature in Reactive programming without having to use RxSwift or similar frameworks.
I have a textField delegate method that I would like not to fire every time a character is inserted/deleted.
How to do that using vanilla Foundation?

Yes it is possible to achieve.
But first lets answer small question what is Throttling?
In software, a throttling process, or a throttling controller as it is
sometimes called, is a process responsible for regulating the rate at
which application processing is conducted, either statically or
dynamically.
Example of the Throttling function in the Swift.
In case that you have describe with delegate method you will have issue that delegate method will be called each time. So I will write short example how it impossible to do in the case you describe.
class ViewController: UIViewController {
var timer: Timer?
#IBOutlet weak var textField: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
textField.delegate = self
}
#objc func validate() {
print("Validate is called")
}
}
extension ViewController: UITextFieldDelegate {
func textField(_ textField: UITextField, shouldChangeCharactersIn range: NSRange, replacementString string: String) -> Bool {
timer?.invalidate()
timer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(self.validate), userInfo: nil, repeats: false);
return true
}
}

disclaimer: I am a writer.
Throttler can be the right katana to make you happy.
You can do debounce and throttle without going reactive programming using Throttler like,
import Throttler
// advanced debounce, running a first task immediately before initiating debounce.
for i in 1...1000 {
Throttler.debounce {
print("debounce! > \(i)")
}
}
// debounce! > 1
// debounce! > 1000
// equivalent to debounce of Combine, RxSwift.
for i in 1...1000 {
Throttler.debounce(shouldRunImmediately: false) {
print("debounce! > \(i)")
}
}
// debounce! > 1000
Throttler also can do advanced debounce, running a first event immediately before initiating debounce that Combine and RxSwift don't have by default.
You could, but you may need a complex implementation yourself for that.

Related

Timer and dependancy injection

I've just started with Swift and using MVVM with dependency injection.
In my ViewModel I have Timer that handles refreshing the data. I've simplified the code a little for clarity.
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let viewModel = ViewModel()
}
}
class ViewModel: NSObject {
private var timer: Timer?
override init() {
super.init()
setUpTimer()
}
func setUpTimer() {
timer = Timer.scheduledTimer(withTimeInterval: 30, repeats: true){_ in
self.refreshData()
}
}
func refreshData() {
//refresh data
print("refresh data")
}
}
I want to use dependency injection to pass the Timer into the ViewModel so that I can control the timer when doing unit tests and make it call immediately.
So passing the Timer is pretty simple. How can I pass a Timer in to ViewModel that has the ability to call the refreshData() belonging to ViewModel. Is there a trick in Swift that allows this?
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let timer = Timer.scheduledTimer(withTimeInterval: 30, repeats: true){_ in
// call refreshData() from the class ViewModel
}
var viewModel = ViewModel(myTimer:timer)
}
}
class ViewModel: NSObject {
private var timer: Timer?
init(myTimer:Timer) {
super.init()
//setUpTimer()
timer = myTimer
}
func refreshData() {
//refresh data
print("refresh data")
}
}
I thought it might be possible using the scheduelTimer that takes a selector instead of a block but that would require using a #objc before the func refreshData() which seems clunky since I am using an Objective C feature in Swift.
Is there a nice way to achieve this?
Many Thanks,
Code
Conceptually, you want to decouple the implementation. So instead of having to pass Timer to the view model, you pass some other "control" object, which guarantees to perform the operation (of calling back after a delay)
If that doesn't shout protocol, I don't know what does...
typealias Ticker = () -> Void
protocol Refresher {
var isRunning: Bool { get }
func register(_ ticker: #escaping Ticker)
func start();
func stop();
}
So, pretty basic concept. It can start, stop and an observer can register itself to it and be notified when a "tick" occurs. The observer doesn't care "how" it works, so long as it guarantees to perform the specified operation.
A Timer based implementation then might look something like...
class TimerRefresher: Refresher {
private var timer: Timer? = nil
private var ticker: Ticker? = nil
var isRunning: Bool = false
func register(_ ticker: #escaping Ticker) {
self.ticker = ticker
guard timer == nil else {
return
}
}
func start() {
guard ticker != nil else {
return
}
stop()
isRunning = true
timer = Timer.scheduledTimer(withTimeInterval: 30, repeats: true, block: { (timer) in
self.tick()
})
}
func stop() {
guard let timer = timer else {
return
}
isRunning = false
timer.invalidate()
self.timer = nil
}
private func tick() {
guard let ticker = ticker else {
stop()
return
}
ticker()
}
}
This provides you the entry point for mocking the dependency injection, by replacing the implementation of the Refresher with one you can control manually (or use a different "delaying" action, depending on your needs)
This is just a conceptual example, your implementation/needs may differ and lead you to a slightly different design, but the idea remains the same, decouple the physical implementation in some way.
An alternative would require you to rethink your design, and instead of the view model performing it's own refresh, the view/controller would take over that responsibility instead. Since that's a significant design decision, you're really only the person who can make that decision, but it's another idea
If I understand you correctly, you want the model to refresh every 30 seconds when running in the app, but faster for test. If so, don't inject the Timer. Inject the refresh frequency.
class ViewModel: NSObject {
// We need something to observe and confirm that the data is fresh
#objc dynamic var lastRefreshed: Date?
private var timer: Timer!
// The default frequency is 30 seconds but users can adjust that
// The unit test uses it to inject dependency
init(refreshFrequency: TimeInterval = 30) {
super.init()
timer = Timer.scheduledTimer(timeInterval: refreshFrequency, target: self, selector: #selector(refreshData), userInfo: nil, repeats: true)
}
#objc func refreshData() {
lastRefreshed = Date()
print("refreshed on: \(lastRefreshed!)")
}
}
And your unit test:
func testModel() {
let startTime = Date()
let model = ViewModel(refreshFrequency: 5)
// Test first refresh: must be within 5 - 6 seconds from startTime
keyValueObservingExpectation(for: model, keyPath: #keyPath(ViewModel.lastRefreshed)) { (_, _) -> Bool in
if let duration = model.lastRefreshed?.timeIntervalSince(startTime), 5...6 ~= duration {
return true
} else {
return false
}
}
// Test second refresh: must be within 10 - 12 seconds from startTime
keyValueObservingExpectation(for: model, keyPath: #keyPath(ViewModel.lastRefreshed)) { (_, _) -> Bool in
if let duration = model.lastRefreshed?.timeIntervalSince(startTime), 10...12 ~= duration {
return true
} else {
return false
}
}
// Wait 12 seconds for both expectations to be fulfilled
waitForExpectations(timeout: 12, handler: nil)
}
Timer is not exact: it does not fire exactly every 5 seconds like you asked. Apple say Timer is accurate to about 50 - 100ms. Hence we cannot expect that the first refresh will happen 5 seconds from now. We must allow for some tolerances. The further out you go, the bigger this tolerance have to become.

cancelPreviousPerformRequests does not seem to work in Swift 3.0

As the title states, for some reason, the following (simplified) code is not working:
extension InputView: {
func updateTable(text: String) {
NSObject.cancelPreviousPerformRequests(withTarget: self, selector: #selector(loadPlaces(text:)), object: nil)
//NSObject.cancelPreviousPerformRequests(withTarget: self)
self.perform(#selector(loadPlaces(text:)), with: text, afterDelay: 0.5)
prevSearch = inputField.text!;
}
//Private wrapper function
#objc private func loadPlaces(text: String) {
print("loading results for: \(text)")
// locator?.searchTextHasChanged(text: text)
}
}
I call updateTable every time a user edits a UITextField, which calls localPlaces which calls a function that queries google's online places API (commented out). Unfortunately, the print line in loadPlaces is called after every single call to updateTable. From my visual inspection, it seems there is in fact a delay to the print statements, however, the old calls do not cancel. I've tried looking on a lot of StackOverflow threads but I couldn't find anything updated for Swift 3. Am I calling something incorrectly?
PS. If I instead use the commented out, single-argument, cancelPreviousPerformRequests. It works for some reason.
Edit: I have been able to replicate this error in a separate project. So I'm 100% sure that the above code is wrong. If you would like to replicate this error, open up a new iOS project and paste the following code into the default ViewController:
class InputView: UIView {
func updateTable(text: String) {
NSObject.cancelPreviousPerformRequests(withTarget: self, selector: #selector(loadPlaces(text:)), object: nil)
self.perform(#selector(loadPlaces(text:)), with: text, afterDelay: 0.5)
}
//Private wrapper function
#objc private func loadPlaces(text: String) {
print("loading results for: \(text)")
// locator?.searchTextHasChanged(text: text)
}
}
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let input = InputView()
for i in 0..<200 {
input.updateTable(text: "Call \(i)")
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
The explanation in Duncan C's answer is not appropriate for this case.
In the reference of cancelPreviousPerformRequests(withTarget:selector:object:):
Discussion
All perform requests are canceled that have the same target as aTarget, argument as anArgument, and selector as
aSelector.
So, when you have a line like:
<aTarget>.perform(<aSelector>, with: <anArgument>, afterDelay: someDelay)
You can cancel it with:
NSObject.cancelPreviousPerformRequests(withTarget: <aTarget>, selector: <aSelector>, object: <anArgument>)
only when all 3 things aTarget, aSelector and anArgument match.
Please try something like this and check what you see:
class InputView: UIView {
var lastPerformArgument: NSString? = nil
func updateTable(text: String) {
NSObject.cancelPreviousPerformRequests(withTarget: self, selector: #selector(loadPlaces(text:)), object: lastPerformArgument)
lastPerformArgument = text as NSString
self.perform(#selector(loadPlaces(text:)), with: lastPerformArgument, afterDelay: 0.5)
}
//Private wrapper function
#objc private func loadPlaces(text: String) {
print("loading results for: \(text)")
// locator?.searchTextHasChanged(text: text)
}
}
EDIT:
The first part of this answer is wrong. See the edit at the bottom for updated information. I'm leaving the original answer since the discussion might be useful.
It looks to me like there is a bug in the way NSObject maps Swift function names to selectors that is preventing this from working correctly. The only way I was able to get the cancelPreviousPerformRequests function to actually cancel the pending perform() is if the function does not have any parameters. If the function takes a single anonymous parameter or a named parameter then the cancelPreviousPerformRequests function does not cancel the pending perform(_:with:afterDelay:).
Another bug I've found: If you use a function with an anonymous parameter, e.g.:
func foo(_ value: String) {
print("In function \(#function)")
}
Then the result you see in the print statement is:
In function foo
You'll see the same thing if the function has 2, 3, or more anonymous parameters.
If you have a function with no parameters, you get a different result:
func foo() {
print("In function \(#function)")
}
That code will display the message:
In function foo()
(Note the parentheses after the function name.)
EDIT
Note that it seems I was wrong. Apparently the object parameter to cancelPreviousPerformRequests must match what was passed in. You can only pass object:nil to cancelPreviousPerformRequests if the selector was invoked with a nil argument.
To quote the docs:
The argument for requests previously registered with the
perform(:with:afterDelay:) instance method. Argument equality is
determined using isEqual(:), so the value need not be the same object
that was passed originally. Pass nil to match a request for nil that
was originally passed as the argument.

Swift 3 protocol extension using selector error

I have what I thought to be a very simple protocol extension for my UIViewControllers providing the capability to dismiss a keyboard through a tap gesture. Here's my code:
#objc protocol KeyboardDismissing {
func on(tap: UITapGestureRecognizer)
}
extension KeyboardDismissing where Self: UIViewController {
func addDismissalGesture() {
let tap = UITapGestureRecognizer(target: self, action: #selector(Self.on(tap:)))
view.addGestureRecognizer(tap)
}
func on(tap: UITapGestureRecognizer) {
dismissKeyboard()
}
func dismissKeyboard() {
view.endEditing(true)
}
}
The problem is that the above code throws a compile error on this line:
let tap = UITapGestureRecognizer(target: self, action: #selector(Self.on(tap:)))
With the error message:
Argument of '#selector' refers to instance method 'on(tap:)' that is not exposed to Objective-C
with the suggestion to "fix it" by adding #objc before func on(tap: UITapGestureRecognizer)
Ok fine, I add the tag:
#objc func on(tap: UITapGestureRecognizer) {
dismissKeyboard()
}
But then, it throws a different compile error on this newly added #objc tag with the error message:
#objc can only be used with members of classes, #objc protocols, and concrete extensions of classes
with the suggestion to "fix it" by removing the exact same tag I was just told to add.
I originally thought adding #objc before my protocol definition would solve any #selector problems but apparently that's not the case, and these cyclical error messages/suggestions aren't helping in the slightest. I've gone down a wild goose chase of adding/removing #objc tags everywhere, marking methods as optional, putting methods in the protocol's definition, etc.
It also doesn't matter what I put in the protocol definition Leaving the extension the same, the following example does not work nor does any combination of the declared methods in the protocol's definition:
#objc protocol KeyboardDismissing {
func on(tap: UITapGestureRecognizer)
}
This tricks me into thinking it works by compiling as a stand alone protocol, but the second I try to add it to a view controller:
class ViewController: UIViewController, KeyboardDismissing {}
it spits back the original error.
Can someone explain what I'm doing wrong and how I can compile this?
Note:
I've looked at this question but it is for Swift 2.2 not Swift 3 nor does the answer compile as soon as you create a view controller class that inherits from the protocol defined in the example.
I've also looked at this question but the answer uses NotificationCenter which is not what I'm after.
If there are any other seemingly duplicate questions, please let me know.
Matt's answer is correct. However, I would just add that, if you are dealing with #selector to use from a NotificationCenter notification, you could try to avoid #selector by using the closure version.
Example:
Instead of writing:
extension KeyboardHandler where Self: UIViewController {
func startObservingKeyboardChanges() {
NotificationCenter.default.addObserver(
self,
selector: #selector(keyboardWillShow(_:)),
// !!!!!
// compile error: cannot be included in a Swift protocol
name: .UIKeyboardWillShow,
object: nil
)
}
func keyboardWillShow(_ notification: Notification) {
// do stuff
}
}
you could write:
extension KeyboardHandler where Self: UIViewController {
func startObservingKeyboardChanges() {
// NotificationCenter observers
NotificationCenter.default.addObserver(forName: .UIKeyboardWillShow, object: nil, queue: nil) { [weak self] notification in
self?.keyboardWillShow(notification)
}
}
func keyboardWillShow(_ notification: Notification) {
// do stuff
}
}
This is a Swift protocol extension. Swift protocol extensions are invisible to Objective-C, no matter what; it knows nothing of them. But #selector is about Objective-C seeing and calling your function. That is not going to happen because your on(tap:) function is defined only in the protocol extension. Thus the compiler rightly stops you.
This question is one of a large class of questions where people think they are going to be clever with protocol extensions in dealing with Cocoa by trying to inject Objective-C-callable functionality (selector, delegate method, whatever) into a class via a protocol extension. It's an appealing notion but it's just not going to work.
As Matt said, you can't implement #objc methods in a protocol. Frédéric's answer covers Notifications, but what can you do about standard Selectors?
Let's say you have a protocol & extension, like so
protocol KeyboardHandler {
func setupToolbar()
}
extension KeyboardHandler {
func setupToolbar() {
let toolbar = UIToolbar()
let doneButton = UIBarButtonItem(title: "Done",
style: .done,
target: self,
action: #selector(self.donePressed))
}
#objc func donePressed() {
self.endEditing(true)
}
}
This will generate an error, as we know. What we can do, is take advantage of callbacks.
protocol KeyboardHandler {
func setupToolbar(callback: (_ doneButton: UIBarButtonItem) -> Void))
}
extension KeyboardHandler {
func setupToolbar(callback: (_ doneButton: UIBarButtonItem) -> Void)) {
let toolbar = UIToolbar()
let doneButton = UIBarButtonItem(title: "Done",
style: .done,
target: self,
action: nil
callback(doneButton)
}
}
Then, add an extension for the class you want to implement your protocol
extension ViewController: KeyboardHandler {
func addToolbar(textField: UITextField) {
addToolbar(textField: textField) { doneButton in
doneButton.action = #selector(self.donePressed)
}
}
#objc func donePressed() {
self.view.endEditing(true)
}
}
Instead of setting the action on creation, set it just after creation in the callback.
This way, you still get your desired functionality and can call the function in your class (ex. ViewController) without even seeing the callbacks!
I have made another attempt, from another point of view. I use in many of my developments, a protocol to handle the style of UINavigationBar in a global way, from each of the UIViewController contained in it.
One of the biggest problems of doing this is the standard behavior to return to the previous UIViewController (pop) and dismiss a UIViewController shown in a modal way. Let's look at some code:
public protocol NavigationControllerCustomizable {
}
extension NavigationControllerCustomizable where Self: UIViewController {
public func setCustomBackButton(on navigationItem: UINavigationItem) {
let backButton = UIButton()
backButton.setImage(UIImage(named: "navigationBackIcon"), for: .normal)
backButton.tintColor = navigationController?.navigationBar.tintColor
backButton.addTarget(self, action: #selector(defaultPop), for: .touchUpInside)
let barButton = UIBarButtonItem(customView: backButton)
navigationItem.leftBarButtonItem = barButton
}
}
This is a very simplified (and slightly modified) version of the original protocol, although it will be worth explaining the example.
As you can see, a #selector is being set within a protocol extension. As we know, protocol extensions are not exposed to Objective-C and therefore this will generate an error.
My solution is to wrap the methods that handle the standard behaviors of all my UIViewController (pop and dismiss) in another protocol and extend UIViewController to it. Viewing this in code:
public protocol NavigationControllerDefaultNavigable {
func defaultDismiss()
func defaultPop()
}
extension UIViewController: NavigationControllerDefaultNavigable {
public func defaultDismiss() {
dismiss(animated: true, completion: nil)
}
public func defaultPop() {
navigationController?.popViewController(animated: true)
}
}
With this workaround, all UIViewController implementing the NavigationControllerCustomizable will immediately have the methods defined in NavigationControllerDefaultNavigable, with their default implementation, and therefore be accessible from Objective-C to create expressions of type #selector, without any type of error.
I hope this explanation can help someone.
Here's my idea: avoid mixing swift protocol & objc protocol.
#Frédéric Adda answer have the downside that you are responsible to unregister your observer, because it uses the block based way of adding an observer. In iOS 9 and later, the 'normal' way of adding an observer, will hold a weak reference to the observer and therefore the developer doesn't have to unregister the observer.
The following way will use the 'normal' way of adding an observer through protocol extensions. It uses a bridging class that will hold the selector.
Pro's:
You do not have the manually remove the observer
Typesafe way of using the NotificationCenter
Con's:
You have to call register manually. Do this once after self is fully initialized.
Code:
/// Not really the user info from the notification center, but this is what we want 99% of the cases anyway.
public typealias NotificationCenterUserInfo = [String: Any]
/// The generic object that will be used for sending and retrieving objects through the notification center.
public protocol NotificationCenterUserInfoMapper {
static func mapFrom(userInfo: NotificationCenterUserInfo) -> Self
func map() -> NotificationCenterUserInfo
}
/// The object that will be used to listen for notification center incoming posts.
public protocol NotificationCenterObserver: class {
/// The generic object for sending and retrieving objects through the notification center.
associatedtype T: NotificationCenterUserInfoMapper
/// For type safety, only one notification name is allowed.
/// Best way is to implement this as a let constant.
static var notificationName: Notification.Name { get }
/// The selector executor that will be used as a bridge for Objc - C compability.
var selectorExecutor: NotificationCenterSelectorExecutor! { get set }
/// Required implementing method when the notification did send a message.
func retrieved(observer: T)
}
public extension NotificationCenterObserver {
/// This has to be called exactly once. Best practise: right after 'self' is fully initialized.
func register() {
assert(selectorExecutor == nil, "You called twice the register method. This is illegal.")
selectorExecutor = NotificationCenterSelectorExecutor(execute: retrieved)
NotificationCenter.default.addObserver(selectorExecutor, selector: #selector(selectorExecutor.hit), name: Self.notificationName, object: nil)
}
/// Retrieved non type safe information from the notification center.
/// Making a type safe object from the user info.
func retrieved(userInfo: NotificationCenterUserInfo) {
retrieved(observer: T.mapFrom(userInfo: userInfo))
}
/// Post the observer to the notification center.
func post(observer: T) {
NotificationCenter.default.post(name: Self.notificationName, object: nil, userInfo: observer.map())
}
}
/// Bridge for using Objc - C methods inside a protocol extension.
public class NotificationCenterSelectorExecutor {
/// The method that will be called when the notification center did send a message.
private let execute: ((_ userInfo: NotificationCenterUserInfo) -> ())
public init(execute: #escaping ((_ userInfo: NotificationCenterUserInfo) -> ())) {
self.execute = execute
}
/// The notification did send a message. Forwarding to the protocol method again.
#objc fileprivate func hit(_ notification: Notification) {
execute(notification.userInfo! as! NotificationCenterUserInfo)
}
}
From my GitHub (you can't use the code through Cocoapods): https://github.com/Jasperav/JVGenericNotificationCenter
Here is a similar use-case, you can call a method through a selector without using #objc as in swift by using the dynamic keyword. By doing so, you are instructing the compiler to use dynamic dispatch implicitly.
import UIKit
protocol Refreshable: class {
dynamic func refreshTableData()
var tableView: UITableView! {get set}
}
extension Refreshable where Self: UIViewController {
func addRefreshControl() {
tableView.insertSubview(refreshControl, at: 0)
}
var refreshControl: UIRefreshControl {
get {
let tmpAddress = String(format: "%p", unsafeBitCast(self, to: Int.self))
if let control = _refreshControl[tmpAddress] as? UIRefreshControl {
return control
} else {
let control = UIRefreshControl()
control.addTarget(self, action: Selector(("refreshTableData")), for: .valueChanged)
_refreshControl[tmpAddress] = control
return control
}
}
}
}
fileprivate var _refreshControl = [String: AnyObject]()
class ViewController: UIViewController: Refreshable {
#IBOutlet weak var tableView: UITableView! {
didSet {
addRefreshControl()
}
}
func refreshTableData() {
// Perform some stuff
}
}

delaySubscription doesn't work with rx_tap

This is a short version of my code which will reproduce the problem:
import UIKit
import RxSwift
import RxCocoa
class ViewController: UIViewController {
#IBOutlet weak var button: UIButton!
let disposeBag = DisposeBag()
override func viewDidLoad() {
super.viewDidLoad()
let source = button.rx_tap.map { _ in "source" }
let delay = source.map { _ in "delayed" }
.delaySubscription(2.0, MainScheduler.sharedInstance)
[source, delay].toObservable().merge()
.subscribeNext { print($0) }
.addDisposableTo(disposeBag)
}
}
I want the 'delayed' signal to fire 2 seconds after I tap the button, but no such luck. What actually happens: the first time I tap the button, 'source' fires but nothing else happens. Then when I tap again, 'source' and 'delayed' fire at the same time. I figured it was some thread problem, so I tried adding observeOn(MainScheduler.sharedInstance) everywhere but it didn't help. Any ideas?
Update: by adding .debug() to the streams I found out that the delayed stream actually subscribes to the source 2 seconds later. But that still doesn't explain why it doesn't fire its notifications 2 seconds later as well.
To answer my own question, it seems that delaySubscription only works on cold observables.
A cold observable, like for example a timer, only starts to fire notifications when it has been subscribed to, and everyone that subscribes to it gets a fresh sequence. This is why simply delaying the subscription on a cold observable will also delay all the notifications.
A hot observable, like a UI event for example, shares the same sequence with all its subscribers, so delaying the subscription has absolutely no influence on its notifications.
Instead, I can use the flatMap operator to transform each source notification into another observable that fires its only notification after a certain delay, and merges the results of these observables:
class ViewController: UIViewController {
#IBOutlet weak var button: UIButton!
let disposeBag = DisposeBag()
override func viewDidLoad() {
super.viewDidLoad()
let source = button.rx_tap.map { _ in "source" }
let delayed = source.flatMap { _ in
timer(1.0, MainScheduler.sharedInstance)
.map { _ in "delayed" }
}
[source, delayed]
.toObservable().merge()
.subscribeNext { print($0) }
.addDisposableTo(disposeBag)
}
}

How to throttle search (based on typing speed) in iOS UISearchBar?

I have a UISearchBar part of a UISearchDisplayController that is used to display search results from both local CoreData and remote API.
What I want to achieve is the "delaying" of the search on the remote API. Currently, for each character typed by the user, a request is sent. But if the user types particularly fast, it does not make sense to send many requests: it would help to wait until he has stopped typing.
Is there a way to achieve that?
Reading the documentation suggests to wait until the users explicitly taps on search, but I don't find it ideal in my case.
Performance issues. If search operations can be carried out very
rapidly, it is possible to update the search results as the user is
typing by implementing the searchBar:textDidChange: method on the
delegate object. However, if a search operation takes more time, you
should wait until the user taps the Search button before beginning the
search in the searchBarSearchButtonClicked: method. Always perform
search operations a background thread to avoid blocking the main
thread. This keeps your app responsive to the user while the search is
running and provides a better user experience.
Sending many requests to the API is not a problem of local performance but only of avoiding too high request rate on the remote server.
Thanks
Try this magic:
- (void)searchBar:(UISearchBar *)searchBar textDidChange:(NSString *)searchText{
// to limit network activity, reload half a second after last key press.
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(reload) object:nil];
[self performSelector:#selector(reload) withObject:nil afterDelay:0.5];
}
Swift version:
func searchBar(searchBar: UISearchBar, textDidChange searchText: String) {
// to limit network activity, reload half a second after last key press.
NSObject.cancelPreviousPerformRequestsWithTarget(self, selector: "reload", object: nil)
self.performSelector("reload", withObject: nil, afterDelay: 0.5)
}
Note this example calls a method called reload but you can make it call whatever method you like!
For people who need this in Swift 4 onwards:
Keep it simple with a DispatchWorkItem like here.
or use the old Obj-C way:
func searchBar(searchBar: UISearchBar, textDidChange searchText: String) {
// to limit network activity, reload half a second after last key press.
NSObject.cancelPreviousPerformRequestsWithTarget(self, selector: "reload", object: nil)
self.performSelector("reload", withObject: nil, afterDelay: 0.5)
}
EDIT: SWIFT 3 Version
func searchBar(searchBar: UISearchBar, textDidChange searchText: String) {
// to limit network activity, reload half a second after last key press.
NSObject.cancelPreviousPerformRequests(withTarget: self, selector: #selector(self.reload), object: nil)
self.perform(#selector(self.reload), with: nil, afterDelay: 0.5)
}
#objc func reload() {
print("Doing things")
}
Improved Swift 4+:
Assuming that you are already conforming to UISearchBarDelegate, this is an improved Swift 4 version of VivienG's answer:
func searchBar(_ searchBar: UISearchBar, textDidChange searchText: String) {
NSObject.cancelPreviousPerformRequests(withTarget: self, selector: #selector(self.reload(_:)), object: searchBar)
perform(#selector(self.reload(_:)), with: searchBar, afterDelay: 0.75)
}
#objc func reload(_ searchBar: UISearchBar) {
guard let query = searchBar.text, query.trimmingCharacters(in: .whitespaces) != "" else {
print("nothing to search")
return
}
print(query)
}
The purpose of implementing cancelPreviousPerformRequests(withTarget:) is to prevent the continuous calling to the reload() for each change to the search bar (without adding it, if you typed "abc", reload() will be called three times based on the number of the added characters).
The improvement is: in reload() method has the sender parameter which is the search bar; Thus accessing its text -or any of its method/properties- would be accessible with declaring it as a global property in the class.
Thanks to this link, I found a very quick and clean approach. Compared to Nirmit's answer it lacks the "loading indicator", however it wins in terms of number of lines of code and does not require additional controls. I first added the dispatch_cancelable_block.h file to my project (from this repo), then defined the following class variable: __block dispatch_cancelable_block_t searchBlock;.
My search code now looks like this:
- (void)searchBar:(UISearchBar *)searchBar textDidChange:(NSString *)searchText
{
if (searchBlock != nil) {
//We cancel the currently scheduled block
cancel_block(searchBlock);
}
searchBlock = dispatch_after_delay(searchBlockDelay, ^{
//We "enqueue" this block with a certain delay. It will be canceled if the user types faster than the delay, otherwise it will be executed after the specified delay
[self loadPlacesAutocompleteForInput:searchText];
});
}
Notes:
The loadPlacesAutocompleteForInput is part of the LPGoogleFunctions library
searchBlockDelay is defined as follows outside of the #implementation:
static CGFloat searchBlockDelay = 0.2;
A quick hack would be like so:
- (void)textViewDidChange:(UITextView *)textView
{
static NSTimer *timer;
[timer invalidate];
timer = [NSTimer timerWithTimeInterval:1.0 target:self selector:#selector(requestNewDataFromServer) userInfo:nil repeats:NO];
}
Every time the text view changes, the timer is invalidated, causing it not to fire. A new timer is created and set to fire after 1 second. The search is only updated after the user stops typing for 1 second.
Swift 4 solution, plus some general comments:
These are all reasonable approaches, but if you want exemplary autosearch behavior, you really need two separate timers or dispatches.
The ideal behavior is that 1) autosearch is triggered periodically, but 2) not too frequently (because of server load, cellular bandwidth, and the potential to cause UI stutters), and 3) it triggers rapidly as soon as there is a pause in the user's typing.
You can achieve this behavior with one longer-term timer that triggers as soon as editing begins (I suggest 2 seconds) and is allowed to run regardless of later activity, plus one short-term timer (~0.75 seconds) that is reset on every change. The expiration of either timer triggers autosearch and resets both timers.
The net effect is that continuous typing yields autosearches every long-period seconds, but a pause is guaranteed to trigger an autosearch within short-period seconds.
You can implement this behavior very simply with the AutosearchTimer class below. Here's how to use it:
// The closure specifies how to actually do the autosearch
lazy var timer = AutosearchTimer { [weak self] in self?.performSearch() }
// Just call activate() after all user activity
func searchBar(_ searchBar: UISearchBar, textDidChange searchText: String) {
timer.activate()
}
func searchBarSearchButtonClicked(_ searchBar: UISearchBar) {
performSearch()
}
func performSearch() {
timer.cancel()
// Actual search procedure goes here...
}
The AutosearchTimer handles its own cleanup when freed, so there's no need to worry about that in your own code. But don't give the timer a strong reference to self or you'll create a reference cycle.
The implementation below uses timers, but you can recast it in terms of dispatch operations if you prefer.
// Manage two timers to implement a standard autosearch in the background.
// Firing happens after the short interval if there are no further activations.
// If there is an ongoing stream of activations, firing happens at least
// every long interval.
class AutosearchTimer {
let shortInterval: TimeInterval
let longInterval: TimeInterval
let callback: () -> Void
var shortTimer: Timer?
var longTimer: Timer?
enum Const {
// Auto-search at least this frequently while typing
static let longAutosearchDelay: TimeInterval = 2.0
// Trigger automatically after a pause of this length
static let shortAutosearchDelay: TimeInterval = 0.75
}
init(short: TimeInterval = Const.shortAutosearchDelay,
long: TimeInterval = Const.longAutosearchDelay,
callback: #escaping () -> Void)
{
shortInterval = short
longInterval = long
self.callback = callback
}
func activate() {
shortTimer?.invalidate()
shortTimer = Timer.scheduledTimer(withTimeInterval: shortInterval, repeats: false)
{ [weak self] _ in self?.fire() }
if longTimer == nil {
longTimer = Timer.scheduledTimer(withTimeInterval: longInterval, repeats: false)
{ [weak self] _ in self?.fire() }
}
}
func cancel() {
shortTimer?.invalidate()
longTimer?.invalidate()
shortTimer = nil; longTimer = nil
}
private func fire() {
cancel()
callback()
}
}
Swift 2.0 version of the NSTimer solution:
private var searchTimer: NSTimer?
func doMyFilter() {
//perform filter here
}
func searchBar(searchBar: UISearchBar, textDidChange searchText: String) {
if let searchTimer = searchTimer {
searchTimer.invalidate()
}
searchTimer = NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: #selector(MySearchViewController.doMyFilter), userInfo: nil, repeats: false)
}
Please see the following code which i've found on cocoa controls. They are sending request asynchronously to fetch the data. May be they are getting data from local but you can try it with the remote API. Send async request on remote API in background thread. Follow below link:
https://www.cocoacontrols.com/controls/jcautocompletingsearch
We can use dispatch_source
+ (void)runBlock:(void (^)())block withIdentifier:(NSString *)identifier throttle:(CFTimeInterval)bufferTime {
if (block == NULL || identifier == nil) {
NSAssert(NO, #"Block or identifier must not be nil");
}
dispatch_source_t source = self.mappingsDictionary[identifier];
if (source != nil) {
dispatch_source_cancel(source);
}
source = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, dispatch_get_main_queue());
dispatch_source_set_timer(source, dispatch_time(DISPATCH_TIME_NOW, bufferTime * NSEC_PER_SEC), DISPATCH_TIME_FOREVER, 0);
dispatch_source_set_event_handler(source, ^{
block();
dispatch_source_cancel(source);
[self.mappingsDictionary removeObjectForKey:identifier];
});
dispatch_resume(source);
self.mappingsDictionary[identifier] = source;
}
More on Throttling a block execution using GCD
If you're using ReactiveCocoa, consider throttle method on RACSignal
Here is ThrottleHandler in Swift in you're interested
You can use DispatchWorkItem with Swift 4.0 or above. It's a lot easier and makes sense.
We can execute the API call when the user hasn't typed for 0.25 second.
class SearchViewController: UIViewController, UISearchBarDelegate {
// We keep track of the pending work item as a property
private var pendingRequestWorkItem: DispatchWorkItem?
func searchBar(_ searchBar: UISearchBar, textDidChange searchText: String) {
// Cancel the currently pending item
pendingRequestWorkItem?.cancel()
// Wrap our request in a work item
let requestWorkItem = DispatchWorkItem { [weak self] in
self?.resultsLoader.loadResults(forQuery: searchText)
}
// Save the new work item and execute it after 250 ms
pendingRequestWorkItem = requestWorkItem
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(250),
execute: requestWorkItem)
}
}
You can read the full article about it from here
Disclamer: I am the author.
If you need vanilla Foundation based throttling feature,
If you want just one liner API without going into reactive, combine, timer, NSObject cancel and anything complex,
Throttler can be the right tool to get your job done.
You can use throttling without going reactive as below:
import Throttler
for i in 1...1000 {
Throttler.go {
print("throttle! > \(i)")
}
}
// throttle! > 1000
import UIKit
import Throttler
class ViewController: UIViewController {
#IBOutlet var button: UIButton!
var index = 0
/********
Assuming your users will tap the button, and
request asyncronous network call 10 times(maybe more?) in a row within very short time nonstop.
*********/
#IBAction func click(_ sender: Any) {
print("click1!")
Throttler.go {
// Imaging this is a time-consuming and resource-heavy task that takes an unknown amount of time!
let url = URL(string: "https://jsonplaceholder.typicode.com/todos/1")!
let task = URLSession.shared.dataTask(with: url) {(data, response, error) in
guard let data = data else { return }
self.index += 1
print("click1 : \(self.index) : \(String(data: data, encoding: .utf8)!)")
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
}
click1!
click1!
click1!
click1!
click1!
click1!
click1!
click1!
click1!
click1!
2021-02-20 23:16:50.255273-0500 iOSThrottleTest[24776:813744]
click1 : 1 : {
"userId": 1,
"id": 1,
"title": "delectus aut autem",
"completed": false
}
if you want some specific delay seconds:
import Throttler
for i in 1...1000 {
Throttler.go(delay:1.5) {
print("throttle! > \(i)")
}
}
// throttle! > 1000
Swift 5.0
Based on GSnyder response
//
// AutoSearchManager.swift
// BTGBankingCommons
//
// Created by Matheus Gois on 01/10/21.
//
import Foundation
/// Manage two timers to implement a standard auto search in the background.
/// Firing happens after the short interval if there are no further activations.
/// If there is an ongoing stream of activations, firing happens at least every long interval.
public class AutoSearchManager {
// MARK: - Properties
private let shortInterval: TimeInterval
private let longInterval: TimeInterval
private let callback: (Any?) -> Void
private var shortTimer: Timer?
private var longTimer: Timer?
// MARK: - Lifecycle
public init(
short: TimeInterval = Constants.shortAutoSearchDelay,
long: TimeInterval = Constants.longAutoSearchDelay,
callback: #escaping (Any?) -> Void
) {
shortInterval = short
longInterval = long
self.callback = callback
}
// MARK: - Methods
public func activate(_ object: Any? = nil) {
shortTimer?.invalidate()
shortTimer = Timer.scheduledTimer(
withTimeInterval: shortInterval,
repeats: false
) { [weak self] _ in self?.fire(object) }
if longTimer == nil {
longTimer = Timer.scheduledTimer(
withTimeInterval: longInterval,
repeats: false
) { [weak self] _ in self?.fire(object) }
}
}
public func cancel() {
shortTimer?.invalidate()
longTimer?.invalidate()
shortTimer = nil
longTimer = nil
}
// MARK: - Private methods
private func fire(_ object: Any? = nil) {
cancel()
callback(object)
}
}
// MARK: - Constants
extension AutoSearchManager {
public enum Constants {
/// Auto-search at least this frequently while typing
public static let longAutoSearchDelay: TimeInterval = 2.0
/// Trigger automatically after a pause of this length
public static let shortAutoSearchDelay: TimeInterval = 0.75
}
}

Resources